Reaction-diffusion parallel growing method - algorithm

I've created many types of reaction-diffusion patterns using different parameters for death and feed rates etc. Working with them on Ready by GollyGang (a simple C++ software that can grow the patterns based on parameters and code) However, they all end up in curly, combined, maze-like forms, or dots etc. Like this:
What I want to achieve though is more like parallel, straight lines that occasionaly combine looking like veins or growing branches; see the image below:
I've searched for any formula for this but couldn't find any. What parameters should I play with?

For the Gray-Scott reaction-diffusion system, have a look near k=0.0625, F=0.045:
On a sphere it looks like this:
I don't know how they've done the nice spiral though. Perhaps painting into the image is enough to nudge it along. Or you might need to draw an initial pattern. Or perhaps you have to apply a constant bias to the direction of the lines.
Ready: https://github.com/GollyGang/ready
Gray-Scott parameter map: http://mrob.com/pub/comp/xmorphia/
Link to the Nervous System lampshade shown in the question: http://n-e-r-v-o-u-s.com/shop/product.php?code=66&search=lighting

Related

Algorithm for generating a subway transit map

I would like to draw a transit map which is not based on any real map.
Unlike conventional maps, transit maps are usually not geographically accurate—instead they use straight lines and fixed angles, and often illustrate a fixed distance between stations, compressing those in the outer area of the system and expanding those close to the center.
This map would be massive, not infinite but if a line ran horizontally across it could ideally have 40,075 stations. I want it to look just like any local transit map (I'm basing myself on the Montreal metro map) but much bigger obviously, which means I don't care about what a metro system of this scale should look like or how useless a map this size would be.
I think the hardest part will be to generate where the stations will be, then drawing stylized lines between those stations should be relatively easy using something like Processing.
So, do you have any idea how to generate a giant transit map???
So far, the research
Nathan Hellinga's Processing.py subway map generator resembles what I'm looking for and looks great but the algorithm wouldn't scale well to a very large grid.
Jannis Redmann's generating transit map theory is really interesting but bases itself on real world data. Maybe it could be used with generated data but how do you generate that data then?
My idea, a random walker
Basically, roll some dice and based on a predefined set of rules: go forward, place a station, turn... and repeat countless times until the map is filled. I'm not yet sure what the probabilities would be, it would take some trial and error.
Results of another question I asked on Worldbuilding
Fractal generators loos really promising! But how do I make it look like a transit map? I think it relates to the slime (see below) so I'll look more into it.
Graphviz, an open-source tool that converts DOT script files into graphical images. I think that has the same problem as Jannis Redmann's, I still need an algorithm to generate data.
Slime is a really interesting idea! I would have to do some more research on how to reproduce these patterns but it's an interesting place to start.

When should these methods be used to calculate blob orientation?

In image processing, each of the following methods can be used to get the orientation of a blob region:
Using second order central moments
Using PCA to find the axis
Using distance transform to get the skeleton and axis
Other techniques, like fitting the contour of the region with an ellipse.
When should I consider using a specific method? How do they compare, in terms of accuracy and performance?
I'll give you a vague general answer, and I'm sure others will give you more details. This issue comes up all the time in image processing. There are N ways to solve my problem, which one should I use? The answer is, start with the simplest one that you understand the best. For most people, that's probably 1 or 2 in your example. In most cases, they will be nearly identical and sufficient. If for some reason the techniques don't work on your data, you have now learned for yourself, a case where the techniques fail. Now, you need to start exploring other techniques. This is where the hard work comes in, in being a image processing practitioner. There are no silver bullets, there's a grab bag of techniques that work in specific contexts, which you have to learn and figure out. When you learn this for yourself, you will become god like among your peers.
For this specific example, if your data is roughly ellipsoidal, all these techniques will be similar results. As your data moves away from ellipsoidal, (say spider like) the PCA/Second order moments / contours will start to give poor results. The skeleton approaches become more robust, but mapping a complex skeleton to a single axis / orientation can become a very difficult problem, and may require more apriori knowledge about the blob.

Identify changes in the slope using machine learning

I want to get my hands dirty with some machine learning, and I finally have a problem which seems like a good beginner project. However, despite reading a lot about the subject I am unsure how to get started, and what my basic approach should be.
I have a dataset which should look like this.
a real dataset looks more like this:
I want to identify the points in the red circles (on the first image), and be robust against occasional artifacts like the one in the blue circle.
I sounds like a really easy task. However, the is quite a lot of noise in the raw data. My current implementation is pretty traditional. It blurs the data and compares the first and second derivative to some estimated threshold values. This approach works, but can "only" identify the points with ~99.7% accuracy, but since I do around 100.000 measurements a day I would love to increase this number.
So, this is what I have:
All the datasets I want/need
A pretty good model of how the data should look.
A pretty good training set, using my existing algorithm (the outlines can be fixed manually)
However, I do not have a basic idea how what approach I should use. I feels like none of the material I've read on machine learning fit's this problem.
Can someone help me with the super high level approach to solve this problem?

Perceptual similarity between two audio sequences

I would like to get some sort of distance measure between two pieces of audio. For example, I want to compare the sound of an animal to the sound of a human mimicking that animal, and then return a score of how similar the sounds were.
It seems like a difficult problem. What would be the best way to approach it? I was thinking to extract a couple of features from the audio signals and then do a Euclidian distance or cosine similarity (or something like that) on those features. What kind of features would be easy to extract and useful to determine the perceptual difference between sounds?
(I saw somewhere that Shazam uses hashing, but that's a different problem because there the two pieces of audio being compared are fundamentally the same, but one has more noise. Here, the two pieces of audio are not the same, they are just perceptually similar.)
The process for comparing a set of sounds for similarities is called Content Based Audio Indexing, Retrieval, and Fingerprinting in computer science research.
One method of doing this is to:
Run several bits of signal processing on each audio file to extract features, such as pitch over time, frequency spectrum, autocorrelation, dynamic range, transients, etc.
Put all the features for each audio file into a multi-dimensional array and dump each multi-dimensional array into a database
Use optimization techniques (such as gradient descent) to find the best match for a given audio file in your database of multi-dimensional data.
The trick to making this work well is which features to pick. Doing this automatically and getting good results can be tricky. The guys at Pandora do this really well, and in my opinion they have the best similarity matching around. They encode their vectors by hand though, by having people listen to music and rate them in many different ways. See their Music Genome Project and List of Music Genome Project attributes for more info.
For automatic distance measurements, there are several projects that do stuff like this, including marsysas, MusicBrainz, and EchoNest.
Echonest has one of the simplest APIs I've seen in this space. Very easy to get started.
I'd suggest looking into spectrum analysis. Whilst this isn't as straightforward as you're most likely wanting, I'd expect that decomposing the audio into it's underlying frequencies would provide some very useful data to analyse. Check out this link
Your first step will definitely be taking a Fourier Transform(FT) of the sound waves. If you perform an FT on the data with respect to Frequency over Time1, you'll be able to compare how often certain key frequencies are hit over the course of the noise.
Perhaps you could also subtract one wave from the other, to get a sort of stepwise difference function. Assuming the mock-noise follows the same frequency and pitch trends2 as the original noise, you could calculate the line of best fit to the points of the difference function. Comparing the best fit line against a line of best fit taken of the original sound wave, you could average out a trend line to use as the basis of comparison. Granted, this would be a very loose comparison method.
- 1. hz/ms, perhaps? I'm not familiar with the unit magnitude being worked with here, I generally work in the femto- to nano- range.
- 2. So long as ∀ΔT, ΔPitch/ΔT & ΔFrequency/ΔT are within some tolerance x.
- Edited for formatting, and because I actually forgot to finish writing the full answer.

How do you represent music in a data structure?

How would you model a simple musical score for a single instrument written in regular standard notation? Certainly there are plenty of libraries out there that do exactly this. I'm mostly curious about different ways to represent music in a data structure. What works well and what doesn't?
Ignoring some of the trickier aspects like dynamics, the obvious way would be a literal translation of everything into Objects - a Scores is made of Measures is made of Notes. Synthesis, I suppose, would mean figuring out the start/end time of each note and blending sine waves.
Is the obvious way a good way? What are other ways to do this?
Many people doing new common Western music notation projects use MusicXML as a starting point. It provides a complete representation of music notation that you can subset to meet your needs. There is now an XSD schema definition that projects like ProxyMusic use to create MusicXML object models. ProxyMusic creates these in Java, but you should be able to do something similar with other XML data binding tools in other languages.
As one MusicXML customer put it:
"A very important benefit of all of your hard work on MusicXML as far as I am concerned is that I use it as a clear, structured and very ‘real-world practical’ specification of what music ‘is’ in order to design and implement my application’s internal data structures."
There's much more information available - XSDs and DTDs, sample files, a tutorial, a list of supported applications, a list of publications, and more - at
http://www.makemusic.com/musicxml
MIDI is not a very good model for a simple musical score in standard notation. MIDI lacks many of the basic concepts of music notation. It was designed to be a performance format, not a notation format.
It is true that music notation is not hierarchical. Since XML is hierarchical, MusicXML uses paired start-stop elements for representing non-hierarchical information. A native data structure can represent things more directly, which is one reason that MusicXML is just a starting point for the data structure.
For a more direct way of representing music notation that captures its simultaneous horizontal and vertical structure, look at the Humdrum format, which uses more of a spreadsheet/lattice model. Humdrum is especially used in musicology and music analysis applications where its data structure works particularly well.
MIDI files would be the usual way to do this. MIDI is a standard format for storing data about musical notes, including start and end times, note volume, which instrument it's played on, and various special characteristics; you can find plenty of prewritten libraries (including some open source) for reading and writing the files and representing the data in them in terms of arrays or objects, though they don't usually do it by having an object for each note, which would add up to a lot of memory overhead.
The instruments defined in MIDI are just numbers from 1 to 128 which have symbolic names, like violin or trumpet, but MIDI itself doesn't say anything about what the instruments should actually sound like. That is the job of a synthesizer, which takes the high-level MIDI data an converts it into sound. In principle, yes, you can create any sound by superposing sine waves, but that doesn't work that well in practice because it becomes computationally intensive once you get to playing a few tracks in parallel; also, a simple Fourier spectrum (the relative intensities of the sine waves) is just not adequate when you're trying to reproduce the real sound of an instrument and the expressiveness of a human playing it. (I've written a simple synthesizer to do just that so I know hard it can be produce a decent sound) There's a lot of research being done in the science of synthesis, and more generally DSP (digital signal processing), so you should certainly be able to find plenty of books and web pages to read about it if you'd like.
Also, this may only be tangentially related to what the question, but you might be interested in an audio programming language called ChucK. It was designed by people at the crossroads of programming and music, and you can probably get a good idea of the current state of sound synthesis by playing around with it.
Music in a data structure, standard notation, ...
Sounds like you would be interested in LilyPond.
Most things about musical notation are almost purely mechanical (there are rules and guidelines even for the complex, non-trivial parts of notation), and LilyPond does a beautiful job of taking care of all those mechanical aspects. What's left is input files that are simple to write in any text editor. In addition to PDFs, LilyPond can also produce Midi files.
If you felt so inclined, you could generate the text files algorythimically with a program and call LilyPond to convert it to notation and a midi file for you.
I doubt you could find a more complete and concise way to express music than an input file for LilyPond.
Please understand that music and musical notation is not hierarchical and can't be modelled(well) by strict adherence to hierarchical thinking. Read this for mor information on that subject.
Have fun!
Hmmm, fun problem.
Actually, I'd be tempted to turn it into Command pattern along with Composite. This is kind of turning the normal OO approach on its head, as you are in a sense making the modeled objects verbs instead of nouns. It would go like this:
a Note is a class with one method, play(), and a ctor takinglengthandtone`.
you need an Instrument which defines the behavior of the synth: timbre, attack, and so on.
You would then have a Score, which has a TimeSignature, and is a Composite pattern containing Measures; the Measures contain the Notes.
Actually playing it means interpreting some other things, like Repeats and Codas, which are other Containers. To play it, you interpret the hierarchical structure of the Composite, inserting a note into a queue; as the notes move through the queue based on the tempi, each Note has its play() method called.
Hmmm, might invert that; each Note is given as input to the Instrument, which interprets it by synthesizing the wave form as required. That comes back around to something like your original scheme.
Another approach to the decomposition is to apply Parnas' Law: you decompose in order to keep secret places where requirements could change. But I think that ends up with a similar decomposition; You can change the time signature and the tuning, you can change the instrument --- a Note doesn't care if you play it on a violin, a piano, or a marimba.
Interesting problem.
My music composition software (see my profile for the link) uses Notes as the primary unit (with properties like starting position, length, volume, balance, release duration etc.). Notes are grouped into Patterns (which have their own starting positions and repetition properties) which are grouped into Tracks (which have their own instrument or instruments).
Blending sine waves is one method of synthesizing sounds, but it's pretty rare (it's expensive and doesn't sound very good). Wavetable synthesis (which my software uses) is computationally inexpensive and relatively easy to code, and is essentially unlimited in the variety of sounds it can produce.
The usefulness of a model can only be evaluated within a given context. What is it you are trying to do with this model?
Many respondents have said that music is non-hierarchical. I sort of agree with this, but instead suggest that music can be viewed hierarchically from many different points of view, each giving rise to a different hierarchy. We may want to view it as a list of voices, each of which has notes with on/off/velocity/etc attributes. Or we may want to view it as vertical sonorities for the purpose of harmonic analysis. Or we may want to view it in a way suitable for contrapuntal analysis. Or many other possibilities. Worse still, we may want to see it from these different points of view for a single purpose.
Having made several attempts to model music for the purposes of generating species counterpoint, analysing harmony and tonal centers, and many other things, I have been continuously frustrated by music's reluctance to yield to my modelling skills. I'm beginning to think that the best model may be relational, simply because to a large extent, models based on the relational model of data strive not to take a point of view about the context of use. However, that may simply be pushing the problem somewhere else.

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